Companion object customization

ABSTRACT

A game-interactive customizable companion object includes a body, a communication subsystem housed within the body, and a behavior subsystem configured to control movement of the body. The behavior subsystem may include an initiation module configured to set initial behavioral characteristics of the companion object in accordance with the companion object profile, and an update module configured to change behavioral characteristics of the companion object responsive to control commands received from the entertainment system via the communication subsystem.

BACKGROUND

Pet simulation computer games have been developed that allow a user tointeract with a virtual pet animal. For example, such games can allow auser to select a virtual pet of their choice, and then play, train,groom, and raise their pet in the virtual space. However, the user'sinteractions with their virtual pet are limited since the interactionsend when the gaming session ends.

SUMMARY

A game-interactive customizable companion object is disclosed. Oneexample embodiment includes a body, a communication subsystem housedwithin the body, and a behavior subsystem configured to control movementof the body. The behavior subsystem may include an initiation moduleconfigured to set initial behavioral characteristics of the companionobject in accordance with the companion object profile, and an updatemodule configured to change behavioral characteristics of the companionobject responsive to control commands received from the entertainmentsystem via the communication subsystem.

This Summary is provided to introduce a selection of concepts in asimplified form that are further described below in the DetailedDescription. This Summary is not intended to identify key features oressential features of the claimed subject matter, nor is it intended tobe used to limit the scope of the claimed subject matter. Furthermore,the claimed subject matter is not limited to implementations that solveany or all disadvantages noted in any part of this disclosure.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows an example environment in accordance with an embodiment ofthe present disclosure.

FIG. 2 schematically illustrates a companion object interacting with anentertainment system.

FIG. 3 illustrates an example scene of a change in a behavioralcharacteristic of a companion object in response to a gesture recognizedby the entertainment system.

DETAILED DESCRIPTION

A customizable companion object, such as a robotic toy pet, that caninteract with an entertainment system, such as a gaming console, isdisclosed. The companion object may be customized with physical featuresand behavioral characteristics selected by a user. As described in moredetail below, by enabling communication between the customized companionobject and the entertainment system, real world interactions of the userwith the companion object can be used to update the behavioralcharacteristics of the companion object, as well as the behavioralcharacteristics of an avatar corresponding to the companion object in avirtual world on the entertainment system. Similarly, virtual worldinteractions of the companion object avatar with an avatar of the usercan be used to update the behavioral characteristics of the companionobject. In this way, a user's interactions with a companion object invirtual space are continued into real space and vice versa.

Users may play video games on gaming systems. As a non-limiting example,FIG. 1 shows an example environment 20 in which a user (e.g., person 22)can play video games on an entertainment system (e.g., gaming system24). The gaming system 24 may include a display 50 for displaying avideo game to the person 22, as well as an object tracking camera 52 formodeling and tracking the video game player(s). One or more virtualworlds 26 may be created on the gaming system 24 to reflect gamingenvironments. As a non-limiting example, the person 22 may be playing apet simulation game. Accordingly, a virtual world 26 may be createdwherein a character associated with person 22, such as a player avatar28, interacts with their virtual pet animal, herein pet avatar 30.

Person 22 may customize pet avatar 30, for example, by selectingphysical and behavioral characteristics of pet avatar 30 on gamingsystem 24 or another suitable device. The customization may be performedin accordance with general preferences of person 22, as indicated in auser profile 32 of person 22 and/or in accordance with specificpreferences of person 22, as indicated in a pet profile 34 created byperson 22 for the pet avatar 30. Pet profile 34 and user profile 32 maybe stored on gaming system 24 (as depicted) or at a remote location thatis accessible through network 100.

General preferences indicated in the user profile 32 may include, forexample, an indication that person 22 prefers pet dogs rather than petcats. Specific preferences indicated in pet profile 34 may include, forexample, preferences for physical characteristics (e.g., breed type, petsize, fur type, fur color, eye color, tail size, etc.) as well aspreferences for behavioral characteristics (e.g., quiet, shy, loud,rambunctious, etc.). A customization service 60 accessible throughnetwork 100, such as an online pet customization service, may providevarious options to person 22, based on the indicated preferences, toassist person 22 in selecting a virtual pet animal of their choice.Person 22 may access customization service 60 using a client device 62(e.g., laptop or desktop computer, a network-accessible telephone,etc.), via gaming system 24, or any device capable of communicating withnetwork 100.

The gaming effect of the pet simulation game may be further enhanced forperson 22 through the use of a game-interactive companion object, hereintoy 36. In one example, person 22 may order toy 36 using customizationservice 60. Therein, person 22 may customize various attributes (e.g.,physical and behavioral characteristics) of toy 36 so that toy 36 ismanufactured in accordance with the user's selections. Alternatively,toy 36 may be manufactured and shipped with default attributes andperson 22 may update the default attributes. For example, person 22 maypurchase attachments (e.g., a different tail) that can be used to updatethe physical characteristics of toy 36.

In a non-limiting example, customization service 60 may enable person 22to customize toy 36 in accordance with the pet profile 34 of pet avatar30, as well as other preferences indicated in user profile 32. Forexample, physical features of toy 36 (tail length, fur color and length,eye color, etc.) may be customized to match the physical features of petavatar 30, so that toy 36 looks like the person's virtual animal in thevirtual world 26. Thus, person 22 may have created pet avatar 30 on thegaming system 24 before customizing toy 36. Alternatively, person 22 mayselect toy 36 at the same time as selecting a pet avatar on the gamingsystem 24. In still another example, person 22 may first select toy 36and then create pet avatar 30 to match the attributes of toy 36. Whilethe above example suggests matching the features of pet avatar 30 withthose of toy 36, this is not required. In further examples, where person22 may desire to have different sets of pets in the real world 40 andthe virtual world 26, the physical features of toy 36 may be distinctfrom those of pet avatar 30.

In addition to physical characteristics, toy 36 may also have behavioralcharacteristics that define the personality of toy 36. The behavioralcharacteristics may be customized in accordance with the selections madeby person 22 on customization service 60, or in accordance with petavatar 30 so that the behavior of toy 36 in real world 40 matches theperson's virtual animal in the virtual world. Alternatively, toy 36 maybe manufactured and shipped with default behavioral characteristics thatcan be updated by person 22 interacting with toy 36.

As elaborated in FIG. 3, the initial behavioral characteristics ofcustomized toy 36 control the general behavior of the companion object.The behavior may include activity level, friendliness, aggressiveness,etc. Aspects of the behavior may include, for example, a set of bodymovements (e.g., tail wag, head nod, etc) and/or a set of sounds (e.g.,bark, whimper, etc.) performed in response to a command gesture (e.g.,clap, finger snap, whistle, a specific word command or noise command,etc.) executed by the person 22 in the real world 40, or in response tosome other real or virtual world stimulus. This set of movements and/ornoises may correspond to similar (e.g., identical) movements and/ornoises performed in the virtual world by pet avatar 30 in response tothe same command gesture executed by player avatar 28 and/or otherstimuli. Thus, in one example, toy 36 may know basic “tricks” orcommands that player avatar 28 may have already taught pet avatar 30 inthe virtual world 26 on the gaming system 24.

In some embodiments, toy 36 may be a learning toy whose behavior may beupdated over time. As person 22 interacts (or “plays”) with toy 36, thebehavioral characteristics may be updated (or “taught”). In particular,behavioral characteristics of toy 36 may be updated based on real (ordirect) interactions of person 22 with the toy 36 in the real world 40as well as virtual (or indirect) interactions of person with the toy viathe player avatar 28 interacting with the pet avatar 30 in the virtualworld 26. Gaming system 24 may monitor the direct and indirectinteractions of person 22 with toy 36 and update the behavioralcharacteristics of toy 36 in accordance with the monitored interactions.As one example, when person 22 and toy 36 are within a predefinedviewing range of gaming system 24, object; tracking camera 52 maycapture images of a scene wherein person 22 is playing with toy 36.Based on the captured images, gaining system 24 may recognize a commandgesture executed by person 22 and send a control command to toy 36, forexample, wirelessly through a wireless communication device of thegaming system in communication with the communication device of toy 36,to make the toy respond to the recognized gesture. For example, aselaborated in FIG. 3, the control command sent from the gaming system 24may cause the toy 36 to move a body part and/or generate a sound. Inaddition to updating the behavioral characteristics of toy 36, thecorresponding behavioral characteristics of pet avatar 30 may also beupdated.

Direct interactions of person 22 with toy 36 may also be detected by oneor more sensors 42 in toy 36, and indicated to gaming system 24. Inother words, a user can play with the toy when the toy is notcommunicating with the gaming system. In one example, such directinteractions may be sensed when toy 36 is not communicating with gamingsystem 24, such as when toy 36 is outside the viewing range of thegaming system, or when the gaming system is in an idle mode. The directinteractions sensed, and the behavioral characteristics updated duringsuch conditions may be stored in a storage device 44 of toy 36. Then,when toy 36 resumes communication with gaming system 24, such as whentoy 36 returns within the viewing range, and/or when the gaming systemresumes an active (e.g., gaming) mode, the detected interactions andrelated updates stored in the storage device 44 may be relayed back togaming system 24 from toy 36 via the communication device. Toy 36 mayinclude a communication device 38 that communicatively couples toy 36 togaming system 24 and allows toy 36 to receive updates and commands fromthe gaming system, as well as to send updates and notifications to thegaming system.

Direct interactions may include, for example, person 22 petting the toy,grooming the toy, feeding the toy, taking the toy for a walk, etc. Aselaborated herein, based on the detected interaction, the toy 36 maymove a body part and/or generate a sound. As one example, person 22 maybe able to teach the toy 36 new “tricks” or commands. As anotherexample, by petting or grooming the toy 36, the toy may learn to likeperson 22 more and respond accordingly (e.g., wag a tail, lick person22, etc.). By relaying the detected interaction and the updatedbehavioral characteristic to the gaming system, a correspondingbehavioral characteristic of pet avatar 30 may also be updated, so thatthe behavior of toy 36 and the behavior of pet avatar 30 are consistent.

In this way, person 22 may indirectly interact with the virtual petanimal in the virtual world 26 on the gaming system 24 via interactionsof the player avatar 28 with the pet avatar 30, while continuing theinteraction with the toy 36 in the real world 40, thereby providingcontinuity to the pet simulation game.

It should be appreciated that FIG. 1 is intended to be illustrative andnot limiting in any manner. As such, the systems described herein may betied to a variety of different toys. The examples shown in FIGS. 1 and 3are directed towards a toy in the form of a pet dog. However, a varietyof different types of companion objects may be used without departingfrom the scope of this disclosure. While FIGS. 1 and 3 use a toy dog toillustrate concepts of a game interactive customizable toy, it will beappreciated that the depicted scenario is not meant to be limiting inany way. On the contrary, the illustrated toy dog and relatedinteractions are intended to demonstrate a general concept, which may beapplied to a variety of different toys and entertainment systems withoutdeparting from the scope of this disclosure.

FIG. 2 schematically illustrates an example embodiment 200 of acompanion object 202 that may communicate with an example entertainmentsystem 252. Companion object 202 may have a body 204 including one ormore physical features 210 customized in accordance with a companionobject profile 272 selected via a companion customization service 262.In one example, the body 204 of the companion object 202 is configuredas a pet animal, for example, a pet dog. Companion object 202 mayfurther include a communication subsystem 214 housed within the body 204and configured to communicate with entertainment system 252. Forexample, communication subsystem 214 may include a wirelesscommunication device 216 to enable the companion object 202 towirelessly communicate with a communication subsystem 260 ofentertainment system 252 via network 280. Companion object 202 mayfurther comprise one or more sensors 212, also housed within the body204, to detect a direct interaction of user 230 with the companionobject 202. Data related to the direct; interactions sensed by sensors212 may be stored in storage device 213 housed within the body 204 ofthe companion object 202. In one example, storage device 213 may takethe form of computer-readable removable media. The data stored instorage device 213 may be transferred from companion object 202 toentertainment system 252 via communication subsystem 214.

Companion object 202 may include a behavior subsystem 206 configured tocontrol movement of the body 204 as well as to express behavioralcharacteristics 208 of the companion object. Behavior subsystem 206 mayinclude an initiation module 220 configured to set initial behavioralcharacteristics 208 of the companion object 202 in accordance with thecompanion object profile 272. The initial behavioral characteristics 208may include, for example, an initial set of body movements that areexecuted in response to a stimulus. The stimulus may include, forexample, a gesture 232 executed by user 230. An update module 222 ofbehavior subsystem 206 may be configured to change the behavioralcharacteristics 208 of the companion object 202 responsive to controlcommands 240 received from the entertainment system 252 via thecommunication subsystem 214. The change in the behavioralcharacteristics 208 of the companion object may include an updated setof body movements executed in response to the same stimulus, such as thesame gesture 232. As such, the updated set of body movements may differfrom the initial set of body movements. In another example, the initialbehavioral characteristics may include an initial set of sounds that areexecuted by companion object 202 in response to the stimulus, such asgesture 232. Herein, the change in the behavioral characteristics of thecompanion object may include an updated set of sounds executed inresponse to the same stimulus, the updated set of sounds different fromthe initial set of sounds. As elaborated below, the control commands 240may be received from the entertainment system 252 in response to thegesture 232 executed by user 230 and recognized by an object trackingcamera 254 of the entertainment system.

An interaction module 224 included in behavior subsystem 206 may beconfigured to detect the direct interaction of the user 230 with thecompanion object 202 via the one or more sensors 212 and send anotification 242 of the direct interaction to the entertainment system252 via communication subsystem 214. The companion object 202 may thenreceive further control commands 240 from the entertainment system inresponse to the notification 242 sent by the interaction module 224. Theupdate module 222 may also change behavioral characteristics of acompanion avatar 268 associated with the companion object on theentertainment system responsive to the direct interaction detected bythe interaction module 224.

Now turning to entertainment system 252, it may include an objecttracking camera 254 for monitoring and tracking interactions of user 230with companion object 202. Object tracking camera may be an integratedcamera or a peripheral camera. When a peripheral camera, entertainmentsystem 252 may further include a peripheral input configured to receivedepth images from the peripheral camera. The peripheral input may haveany configuration suitable for communicatively coupling object; trackingcamera 254 to entertainment system 252, such as, for example, USB, USB2.0, and IEEE 1394. Object tracking camera 254 may obtain depth imagesof one or more targets, such as user 230 and/or companion object 202.Object tracking camera 254 may be configured to capture video with depthinformation via any suitable technique (e.g., time-of-flight, structuredlight, stereo image, etc.). As such, object tracking camera may includea depth camera, a video camera, stereo cameras, and/or other suitablecapture devices.

For example, in time-of-flight analysis, the object tracking camera 254may emit infrared light to the target and may then use sensors to detectthe backscattered light from the surface of the target. In some cases,pulsed infrared light may be used, wherein the time between an outgoinglight pulse and a corresponding incoming light pulse may be measured andused to determine a physical distance from the capture device to aparticular location on the target. In some cases, the phase of theoutgoing light wave may be compared to the phase of the incoming lightwave to determine a phase shift, and the phase shift may be used todetermine a physical distance from the object tracking camera to aparticular location on the target.

In another example, time-of-flight analysis may be used to indirectlydetermine a physical distance from the capture device to a particularlocation on the target by analyzing the intensity of the reflected beamof light over time, via a technique such as shuttered light; pulseimaging.

In another example, structured light analysis may be utilized by objecttracking camera 254 to capture depth information. In such an analysis,patterned light (i.e., light displayed as a known pattern such as gridpattern or a stripe pattern) may be projected onto the target. Uponstriking the surface of the target, the pattern may become deformed, andthis deformation of the pattern may be studied to determine a physicaldistance from the object tracking camera to a particular location on thetarget.

In another example, the capture device may include two or morephysically separated cameras that view a target from different angles toobtain visual stereo data. In such cases, the visual stereo data may beresolved to generate a depth image.

In other embodiments, object tracking camera 254 may utilize othertechnologies to measure and/or calculate depth values. Additionally,object tracking camera 254 may organize the calculated depth informationinto “Z layers,” i.e., layers perpendicular to a Z axis extending fromthe depth camera along its line of sight to the viewer.

In one example, where user 230 is a human and companion object 202 is atoy dog, object tracking camera 254 may capture images of a sceneinvolving the human with the toy dog. Entertainment system 252 may beconfigured to send control commands 240 to companion object 202 based onthe received images to change behavioral characteristics thereof.

Entertainment system 252 further includes a logic subsystem 256, adata-holding subsystem 258, and a communication subsystem 260.Entertainment system 252 may optionally include a display subsystem 255and/or other components not shown in FIG. 2. Entertainment system 252may also optionally include user input devices such as keyboards, mice,game controllers, microphones, and/or touch screens, for example.

User 230 may interact with entertainment system 252, for example, toplay a variety of video games or control a variety of other applications(e.g., media applications, productivity applications, etc.).Accordingly, one or more virtual worlds 264 may be created on theentertainment system. The user 230 may be represented in the one or morevirtual worlds by a character associated with the user, herein depictedas player avatar 266. In one example, user 230 may be represented by thesame player avatar 266 in each of the one or more virtual worlds 264.Alternatively, user 230 may have distinct player avatars in each virtualworld. Player avatar(s) may be created in accordance with a user profile270 wherein the user's preferences (such as gaming preferences) areindicated. User profile 270 may be stored on a data holding sub-system258 of entertainment system 252. In at least one virtual world 264,player avatar 266 may interact with a companion avatar 268. For example,where the virtual world includes a pet simulation game, player avatar266 may interact with a companion avatar configured as the pet avatar ofFIG. 1. Companion avatar 268 may be created in accordance with theuser's general preferences in user profile 270, as well as the user'sspecific preferences, as specified in a companion object profile 272.Companion object profile 272 may also be stored on the data holdingsub-system 258. In particular, companion avatar 268 may have physicalfeatures and behavioral characteristics based on the companion objectprofile 272.

While the depicted example illustrates user profile 270 and companionobject profile 272 on entertainment system 252, this is not meant to belimiting. Additionally, or optionally, one or more different data filesof user profile 270 and companion object profile 272 may be stored atone or more locations (e.g., local profile files, network accessibleremote profile files, etc.), accessible through network 280.

A companion customization service 262, accessible via network 280, mayenable user 230 to customize companion object 202 based on selectionsmade by user 230. As a non-limiting example, the selections may be madein accordance with and/or while creating or modifying user profile 270and/or companion object profile 272. For example, one or more physicalfeatures of companion object 202 may be customized in accordance withcompanion object profile 272 such that companion object 202 has physicalfeatures similar to those of companion avatar 268. Alternatively,companion object 202 may be customized to have physical featuresdistinct from those of companion avatar 268.

Initial behavioral characteristics of companion object 202 may also becustomized. As a non-limiting example, the initial behavioralcharacteristics may be customized in accordance with companion objectprofile 272. The initial behavioral characteristics may include, forexample, a first set of movements and/or sounds executed in response toa gesture. For example, in virtual world 264, companion avatar 268 mayexecute a body movement and/or sound in response to a virtual gesture274 executed by player avatar 266. Upon customization, in the realworld, companion object 202 may execute the same body movement and/orsound in response to the same gesture 232 executed by user 230.Entertainment system 252 may be configured to recognize the gesture ofthe user 230 based on one or more images captured by and received fromobject tracking camera 254, and accordingly wirelessly send a controlcommand 240 to the companion object 202 responsive to the recognizedgesture 232. In one example, data holding subsystem 258 may holdinstructions for receiving the images, recognizing the gesture, andsending the control command, the instructions executable by a logicsubsystem 256 of the entertainment system operatively connected to theobject tracking camera 254, for example, via a peripheral input. Theentertainment system 252 may send the control command 240 wirelessly viaa communication subsystem 260 of the entertainment system communicatingwith a wireless communication device 216 of the companion object overnetwork 280.

Control command 240 may change a behavioral characteristic of companionobject 202. As one example, the control command 240 may be configured tomove the body 204 of companion object. As another example, the controlcommand 240 may be configured to generate a sound at the companionobject. As another example, where the initial behavioral characteristicsinclude a first set of movement and/or sounds generated in response togesture 232, the change in behavioral characteristics commanded by thecontrol command may cause the companion object to execute a second,different set of movements and/or sounds in response to gesture 232.

Control command 240 may also be sent to companion object 202 in responseto virtual interactions 274 between player avatar 266 associated withthe user 230, such as a human, and the companion avatar 268 associatedwith the companion object 202. As elaborated below, the control command240 may be configured to change a behavioral characteristic 208 of thecompanion object 202.

Conversely, direct interactions between user 230 and companion object202 may also be monitored to control virtual interactions between playeravatar 266 and companion object avatar 268. For example, object trackingcamera 254 may track movements of user 230 and companion object 202 inthe real world, and correspondingly adjust movements of player avatar266 and companion object avatar 268 in virtual world 264.

Data holding subsystem 250 may hold further instructions to wirelesslyreceive an indication, or notification 242, from the companion object202 regarding a direct interaction of the user 230 with the companionobject 202, as detected by the one or more sensors 212 of the companionobject. Accordingly, a further control command 240 may be sentwirelessly to the companion object 202 responsive to the receivednotification. The companion object profile 272 may also be updatedresponsive to the direct interaction, or recognized gesture 232. Inaddition, the companion object profile 272 may be updated in accordancewith virtual interactions 274.

Logic subsystem 256 may include one or more physical devices configuredto execute one or more instructions. For example, the logic subsystemmay be configured to execute one or more instructions that are part ofone or more applications, services, programs, routines, libraries,objects, components, data structures, or other logical constructs. Suchinstructions may be implemented to perform a task, implement a datatype, transform the state of one or more devices, or otherwise arrive ata desired result.

The logic subsystem 256 may include one or more processors that areconfigured to execute software instructions. Additionally oralternatively, the logic subsystem may include one or more hardware orfirmware logic machines configured to execute hardware or firmwareinstructions. Processors of the logic subsystem may be single core ormulticore, and the programs executed thereon may be configured forparallel or distributed processing. The logic subsystem may optionallyinclude individual components that are distributed throughout two ormore devices, which may be remotely located and/or configured forcoordinated processing. One or more aspects of the logic subsystem maybe virtualized and executed by remotely accessible networked computingdevices configured in a cloud computing configuration.

Data-holding subsystem 258 may include one or more physical,non-transitory, devices configured to hold data and/or instructionsexecutable by the logic subsystem to implement the herein describedmethods and processes. When such methods and processes are implemented,the state of data-holding subsystem 258 may be transformed (e.g., tohold different data).

Data-holding subsystem 258 may include removable media and/or built-indevices. Data-holding subsystem 258 may include optical memory devices(e.g., CD, DVD, HD-DVD, Blu-Ray Disc, etc.), semiconductor memorydevices (e.g., RAM, EPROM, EEPROM, etc.) and/or magnetic memory devices(e.g., hard disk drive, floppy disk drive, tape drive, MRAM, etc.),among others. Data-holding subsystem 258 may include devices with one ormore of the following characteristics: volatile, nonvolatile, dynamic,static, read/write, read-only, random access, sequential access,location addressable, file addressable, and content addressable. In someembodiments, logic subsystem 256 and data-holding subsystem 258 may beintegrated into one or more common devices, such as an applicationspecific integrated circuit or a system on a chip.

The terms “module,” “program,” and “engine” may be used to describe anaspect of entertainment system 252 that; is implemented to perform oneor more particular functions. In some cases, such a module, program, orengine may be instantiated via logic subsystem 256 executinginstructions held by data-holding subsystem 258. It is to be understoodthat different modules, programs, and/or engines may be instantiatedfrom the same application, service, code block, object, library,routine, API, function, etc. Likewise, the same module, program, and/orengine may be instantiated by different applications, services, codeblocks, objects, routines, APIs, functions, etc. The terms “module,”“program,” and “engine” are meant to encompass individual or groups ofexecutable files, data files, libraries, drivers, scripts, databaserecords, etc.

It is to be appreciated that a “service”, as used herein, may be anapplication program executable across multiple user sessions andavailable to one or more system components, programs, and/or otherservices. In some implementations, a service may run on a serverresponsive to a request from a client.

When included, display subsystem 255 may be used to present a visualrepresentation of data held by data-holding subsystem 258. As the hereindescribed methods and processes change the data held by the data-holdingsubsystem, and thus transform the state of the data-holding subsystem,the state of display subsystem 255 may likewise be transformed tovisually represent changes in the underlying data. Display subsystem 255may include one or more display devices utilizing virtually any type oftechnology. Such display devices may be combined with logic subsystem256 and/or data-holding subsystem 258 in a shared enclosure, or suchdisplay devices may be peripheral display devices.

Communication subsystem 260 may be configured to communicatively coupleentertainment system 252 with one or more other computing devices inaddition to companion object 202. Communication subsystem 260 mayinclude wired and/or wireless communication devices compatible with oneor more different communication protocols. As nonlimiting examples, thecommunication subsystem may be configured for communication via awireless telephone network, a wireless local area network, a wired localarea network, a wireless wide area network, a wired wide area network,etc. In some embodiments, the communication subsystem may allowentertainment system 252 to send and/or receive messages to and/or fromother devices via a network such as the Internet.

In this way, virtual interactions 274 of player avatar 266 withcompanion avatar 268 in virtual world 264 may be communicated withcompanion object 202, while real interactions, such as gesture 232, ofuser 230 with companion object 202 are relayed to entertainment system252. As such, this allows the behavior of companion object 202 to bematched with the behavior of companion avatar 268 as a game on theentertainment system progresses. Thus, even when the player avatar 266is not interacting with companion avatar 268, user 230 may continue toenjoy a game on the entertainment system through direct interactions ofthe user 230 with the companion object 202. As such, this may enhancethe gaming experience of the user.

FIG. 3 shows an example scenario wherein an entertainment systemmonitors interactions between a user and a companion object; in a realworld and updates the behavioral characteristic of the companion objectupon recognizing the user's gesture. In particular, FIG. 3 shows anexample scene 300 of person 22 playing with toy 36.

Gaming system 24 monitors and tracks interactions of person 22 playingwith toy 36 when person 22 and toy 36 are within a viewing range ofobject tracking camera 52. In the depicted example, while person 22 isplaying with toy 36, he or she may execute gesture 70, wherein person 22extends an arm out to shake hands. Object tracking camera 52 may captureimages of person 22 playing with toy 36. Gaming system 24 receives thecaptured images, and based on the received images, recognizes gesture70. Upon recognizing gesture 70, gaming system 24 wirelessly sends acontrol command 64 to toy 36 which is received via a communicationdevice 38 of toy 36. Control command 64 may be configured to control toy36, for example, by causing toy 36 to move a body part and/or make asound. In the depicted example, in response to the control command 64received from the gaming system, toy 36 is configured to execute agesture 72, wherein toy 36 extends a paw to shake hands with person 22.

In one example, the gesture recognized by the gaming system, and/or theresponse elicited by the control command sent by the gaming system, mayhave been learned during prior gaming sessions. For example, gamingsystem 24 may have learnt a similar “shake hands” gesture and responseduring a previous gaming session based on interactions between a playeravatar and a pet avatar. Therein, the “shake hands” gesture and responsemay have been stored as a behavioral characteristic of pet avatar 30 inpet profile 34. As such, gestures and responses from the virtual worldof the gaming system 24 can be mirrored in the real world duringinteractions of person 22 with toy 36. This may allow a pet simulationgame played by the person in the virtual world to be continued in thereal world.

Behavioral characteristics of toy 36 may be updated even when person 22interacts with toy 36 outside the viewing range of the gaming system 24,that is, when toy 36 is not communicating with gaming system 24. Duringsuch interactions that are outside the viewing range of the gamingsystem, toy 36 may detect the direct interactions of person 22 with toy36 and store data pertaining to the detected interactions in storagedevice 44. The toy 36 may also store data pertaining to the behavioralcharacteristics updated in response to the detected interactions (suchas, newly “learned” tricks) in the storage device. Toy 36 may thenupdate the gaming system about those direct interactions and updatedbehavioral characteristics when the toy is back within the viewing andcommunication range of the gaming system. This allows a pet simulationgame played by the person in the real world to be continued into thevirtual world.

For example, while outside the viewing range, person 22 may execute agesture (e.g., pet or groom toy 36) that is sensed by the one or moresensors 42 in the body of toy 36. An interaction module of toy 36 may beconfigured to detect; the direct interaction and control toy 36 inresponse to the detected gesture. For example, the toy may move wag atail) in response to the gesture recognized by the interaction module.The out-of-range interaction and the changed behavioral characteristicmay then be stored (for example, temporarily stored) in storage device44. The out-of-range interaction may be relayed to gaming system 24, forexample, via a notification sent by the interaction module of toy 36,when toy 36 returns within the communication range of the gaming system.Optionally, changed behavioral characteristic may be stored by gamingsystem 24 in pet profile 34 and a behavioral characteristic of petavatar 30 in virtual world 26 may be adjusted during a later gamingsession. For example, in a later gaming session, the pet avatar may beconfigured to execute a similar (wag tail) gesture to indicate affectionto the player avatar.

It is to be understood that the configurations and/or approachesdescribed herein are exemplary in nature, and that these specificembodiments or examples are not to be considered in a limiting sense,because numerous variations are possible. The specific routines ormethods described herein may represent one or more of any number ofprocessing strategies. As such, various acts illustrated may beperformed in the sequence illustrated, in other sequences, in parallel,or in some cases omitted. Likewise, the order of the above-describedprocesses may be changed.

The subject matter of the present disclosure includes all novel andnonobvious combinations and subcombinations of the various processes,systems and configurations, and other features, functions, acts, and/orproperties disclosed herein, as well as any and all equivalents thereof.

1. A companion object, comprising: a body including one or more physicalfeatures customized in accordance with a companion object profileselected via a companion customization service; a communicationsubsystem housed within the body and configured to wirelesslycommunicate with an entertainment system; and a behavior subsystemconfigured to control movement of the body, the behavior subsystemincluding: an initiation module configured to set initial behavioralcharacteristics of the companion object in accordance with the companionobject profile; and an update module configured to change behavioralcharacteristics of the companion object responsive to control commandsreceived from the entertainment system via the communication subsystem.2. The companion object of claim 1, further comprising one or moresensors, wherein the behavior subsystem further includes an interactionmodule configured to detect a direct interaction of a user with thecompanion object via the one or more sensors and send a notification ofthe direct interaction to the entertainment system via the communicationsubsystem.
 3. The companion object of claim 2, wherein the controlcommands are received from the entertainment system in response to thenotification sent by the interaction module.
 4. The companion object ofclaim wherein the update module is further configured to changebehavioral characteristics of a companion avatar associated with thecompanion object on the entertainment system responsive to the directinteraction detected by the interaction module.
 5. The companion objectof claim 1, wherein the initial behavioral characteristics include aninitial set of body movements that are executed in response to astimulus.
 6. The companion object of claim 5, wherein the change in thebehavioral characteristics of the companion object (configured by theupdate module) includes an updated set of body movements executed inresponse to the stimulus, the updated set of body movements differingfrom the initial set of body movements.
 7. The companion object of claim1, wherein the initial behavioral characteristics include an initial setof sounds that are executed in response to a stimulus, and wherein thechange in the behavioral characteristics of the companion object(configured by the update module) includes an updated set of soundsexecuted in response to the stimulus, the updated set of soundsdifferent; from the initial set; of sounds.
 8. The companion object ofclaim 1, wherein the body of the companion object is configured as a petanimal.
 9. An entertainment system, comprising: an object trackingcamera; a logic subsystem operatively connected to the object trackingcamera; a data holding subsystem holding instructions executable by thelogic subsystem to: receive one or more images of a scene from theobject tracking camera, the scene including a human and a companionobject; recognize a gesture of the human based on the received one ormore images; and wirelessly send a control command to the companionobject responsive to the recognized gesture.
 10. The entertainmentsystem of claim 9, wherein the control command is configured to change abehavioral characteristic of the companion object.
 11. The entertainmentsystem of claim 9, wherein the control command is configured to move thecompanion object.
 12. The entertainment system of claim 9, wherein thecontrol command is configured to generate a sound at the companionobject.
 13. The entertainment system of claim 9, wherein the dataholding subsystem holds further instructions executable by the logicsubsystem to set an initial behavioral characteristic of the companionobject in accordance with a companion object profile of the companionobject on the data holding sub-system, the companion object profileselected by the human.
 14. The entertainment system of claim 13, whereinthe data holding subsystem holds further instructions executable by thelogic subsystem to: wirelessly receive an indication from the companionobject regarding a direct interaction of the human with the companionobject; and wirelessly send a control command to the companion objectresponsive to the received indication.
 15. The entertainment system ofclaim 14, wherein the data holding subsystem holds further instructionsexecutable by the logic subsystem to update the companion object profileresponsive to the recognized gesture.
 16. The entertainment system ofclaim 15, wherein the data holding subsystem holds further instructionsexecutable by the logic subsystem to update the companion object profilein accordance with virtual interactions between a player avatarassociated with the human and a companion avatar associated z=nth thecompanion object.
 17. The entertainment system of claim 16, wherein thedata holding subsystem holds further instructions executable by thelogic subsystem to send a control command to the companion object inresponse to the virtual interactions, the control command configured tochange a behavioral characteristic of the companion object.
 18. Theentertainment system of claim 13, wherein the initial behavioralcharacteristic of the companion object includes a first set of movementsand/or sounds executed in response to the gesture, and wherein thechange in behavioral characteristic of the companion object includes asecond, different set of movements and/or sounds executed in response tothe gesture.
 19. An entertainment system, comprising: a peripheral inputconfigured to receive depth images from an object tracking camera; alogic subsystem operatively connectable to the object tracking cameravia the peripheral input; a data holding subsystem holding instructionsexecutable by the logic subsystem to: receive one or more depth imagesof a scene from the object tracking camera, the scene including a humanand a companion object; recognize a gesture of the human based on thereceived one or more depth images; and wirelessly send a control commandto the companion object responsive to the recognized gesture.
 20. Theentertainment system of claim 19 wherein the data holding subsystemholds further instructions executable by the logic subsystem to:wirelessly receive an indication from the companion object regarding adirect interaction of the human with the companion object; andwirelessly send a control command to the companion object responsive tothe indication.